Set up a wall
Moderator: Moderators
Set up a wall
Hey guys,
is it possible to set op a wal in script but not with boxes or stuff like that...
is it possible to set op a wal in script but not with boxes or stuff like that...
Old nickname: Bartjerambo
New nickname: Barttje
New nickname: Barttje
As far as we know from our science, research and philosophy, there is no way to make a (textured) wall (like a brush) by scripting, it is possible to make an invisible wall by spawning a script_object without a model. U can make a wall out of models like boxes or whatever you can use for building one.
You can change the textures by opening the map file with notepad and swapping one texture for another. Server side, I don't know, but it works.
I think, as do the other people who added input to your question, that you can add an invisible wall, but not a textured wall. I don't know where you want the wall,but, why not script in a cratelid that is 30 times bigger than normal, flip it the way you want, and then put a clip brush where you want it "
I think, as do the other people who added input to your question, that you can add an invisible wall, but not a textured wall. I don't know where you want the wall,but, why not script in a cratelid that is 30 times bigger than normal, flip it the way you want, and then put a clip brush where you want it "
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Green Beret
- Major General
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[quote="Bartjerambo"]how can i set up a beam...?[/quote]
http://www.modtheater.com/forum/showthr ... ht=ladders
http://www.modtheater.com/forum/showthr ... ht=ladders
Like this:
local.mybeam = spawn func_beam origin ( x x x ) endpoint ( x x x )
local.mybeam scale x.x
local.mybeam activate
local.mybeam shader "textures/xxx/xxx"
local.mybeam color (x x x)
local.mybeam maxoffset 0
Place it under level waittill spawn
origin: coordination of the start point of the beam
endpoint: coordination of the the end point
With this u make a line which is needed.
scale: this can be used for the width, you can also use the key "radius" if im right. Default is 1.0
activate: Without this, you wont see the beam.
shader: Give a shadername if you want to put a texture on the beam.
color: If there is no textures, you can give the beam a color with this key. (1 1 1) = white
maxoffset: this sets the maximum offset the beam can travel above, below, forward or back of it's endpoints.
local.mybeam = spawn func_beam origin ( x x x ) endpoint ( x x x )
local.mybeam scale x.x
local.mybeam activate
local.mybeam shader "textures/xxx/xxx"
local.mybeam color (x x x)
local.mybeam maxoffset 0
Place it under level waittill spawn
origin: coordination of the start point of the beam
endpoint: coordination of the the end point
With this u make a line which is needed.
scale: this can be used for the width, you can also use the key "radius" if im right. Default is 1.0
activate: Without this, you wont see the beam.
shader: Give a shadername if you want to put a texture on the beam.
color: If there is no textures, you can give the beam a color with this key. (1 1 1) = white
maxoffset: this sets the maximum offset the beam can travel above, below, forward or back of it's endpoints.

